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Carnage Galore

Sat, 22 Nov 2003 00:51:19

Evil Mage

[color=red:rpwu9ear]I finally got around to trying it. Man is it fun. I love the new weapons and the items. The Tomb of Power rocks. The maps are really huge. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> I'm running around lost lol. But it's really fun. Anyone else try it? The creators did a really nice job on what they have so far.[/color:rpwu9ear] <!-- m --><a class="postlink" href="http://fury.ravencommunity.net/">http://fury.ravencommunity.net/</a><!-- m -->
Sat, 22 Nov 2003 02:30:41

Nightwolf

yeah. I played it, but i lost the save file so i must start again. Dont have much time but i hope i can play it again. BTW is HARD! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 22 Nov 2003 03:39:32

Ichor

...whistles innocently...
Sat, 22 Nov 2003 03:47:18

Nightwolf

oh man,at first its hard with the cleric until i can get the second weapon... those flying bastards.... lol
Sat, 22 Nov 2003 04:26:26

Evil Mage

[color=red:ogzj8c8x]I'm so lost lol. I just run around trying to find items. I like the power ups with the Tomb of Power thing. Good 'ole He><en 2 <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> And those warping wizards ya!! cool <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> [/color:ogzj8c8x]
Sat, 22 Nov 2003 11:56:25

Moose

Ichor does it feel good to get all this praise?
Sat, 22 Nov 2003 17:26:16

Nightwolf

dammit! Release a alpha and i will reaise praises to you too!! lol <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sat, 22 Nov 2003 23:54:14

Evil Mage

[color=red:1o4ww988]I love the Mage's new Lightning power up. THat thing is like a huge explosion. I took off auto aim and just played quake-style. Jump around and lob rockets at their feet lol. Was fun <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> The map designs are really big, open, and the castle's interior are well designed also. I love it. It's really long..lol. To make your way from point A to point B, man it's long. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> And I find that on the hardest difficulty it's harder then He><en's hardest setting. Damn. He><en's hardest setting takes more patience..but in Carnage Galore..damn man you get swarmed with enemies.. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> and I mean "swarmed" ..damn.. fun fun fun. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Nice work ichor, can't wait to play the other Hubs/Levels. BTW- Ichor and RambOrc, I put links on my site to both your mods.[/color:1o4ww988] <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 28 Nov 2003 03:16:59

Anonymous

I tried that many many months ago and it was AWESOME!!!! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 11 Jan 2004 23:18:35

Stryker

Does this require JHexen?
Tue, 16 Mar 2004 00:59:01

Abrax

I downloaded this mod about two weeks ago. All I can say is... IT ROCKS! I only unzipped it yesterday, made a separate directory for it though, in case it disturbed my KMOD files, which was a good idea, seeing that you have to merge the wads using that batch file first. You don't need jHexen to run this, it already comes with all the files it needs to run (jHexen and Doomsday wise anyway). Just unzip to a new Hexen directory (recommended), run the 'merge' .bat file, then run the .bat file that appys to you (OpenGL or Direct3D, like KMOD) I suppose that it could be run in software mode, like jDoom, if you know what command line option it is. (I've forgotten) It has some really impressive architecture, and some really well done ACS scripting mixed together, which means that I often get distracted by the architecture, and get pasted by something. The implementation of Hexen II and Heretic enemies is very well done, although they are infuriatingly difficult to kill. It also uses a trick that I've used in some of my Doom maps (all unreleased, because I've really only started about 6-8 months ago), which is to use a texture to give the impression of a curved arch. (You know what I mean) Shame this doesn't have Co-op, as thats my favorite game mode (but I do enjoy bashing peoples brains out in DM from time to time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> After playing this for about an hour and a half, its given me inspiration, to make a mod a bit like it, using the jHexen game engine, just like itself. I've already started this, by making the first building in a villiage, but I currently know absolutely nothing about ACS scripting, exept that it is used for special events/actions in Hexen, like the puzzles, and enemy spawnings etc. I'm currently doing some mapping for Doom, but from experience, I know that the Hexen scaling (creature size compared to environment) is much different from Dooms. Ah well, I'm still on the first hub, and this is damned hard, but I can see that a lot of effort went into it. It would be really cool to see a Hexen/Hexen Style/Hexen World MMORG (I think thats right, you should know what I mean if its not).
Wed, 17 Mar 2004 22:21:37

mago

It's absolutely fantastic work. Ichor is a master, no doubt about that. It's nice to see so much good work done over Hexen, and so many nice people playing and talking about it. If only I had more time to play... And yes, it is VERY hard. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 15 Apr 2004 23:58:07

Silencer

I just finished both hubs on Archmage. The architecture and scripting is simply brilliant, and it's way harder than Raven's own DeathKings expansion. I'd rank its difficulty on the same level as Crusader: No Regret on 'No Regret' or System Shock 2 on 'Impossible' (two more of my favorite games). The only thing I could think of that would make it better would be, ahem, some kind of experience and skill advancement system to balance out the difficulty. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Thu, 22 Apr 2004 19:45:03

Evil Mage

We need more CG.... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: -->
Thu, 22 Apr 2004 23:31:39

Ichor

Yes, but first I need to make it, and that will take a while.
Fri, 23 Apr 2004 23:41:46

Evil Mage

I'm just saying..It's fun. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 24 Apr 2004 23:51:49

Stryker

When are you thinking of starting the Vavoom/Zdoom version of it?
Sun, 25 Apr 2004 02:23:44

Ichor

When the rest of it is done. The reason is that the coding isn't complete and will be worked on as I make the hubs (in case I want to change something later or find a bug somewhere). It's much easier to keep track of one version of code and then convert it later instead of trying to work on code for three ports at the same time.
Sun, 08 Aug 2004 02:49:58

Evil Mage

I was thinking of something new, a better flame weapon then the clerics current one. A lobbing orb that arcs can only go so far, and when it hits the ground, it engulfs the enemy in a huge circle of flame pillars. <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> Is it possible to make enemys burn on fire while they still walk around?
Sun, 08 Aug 2004 13:55:29

Stryker

Probably is.. Just draw the sprites for them ALL. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 08 Aug 2004 15:51:38

leilei

Or you just shove a flame sprite on their feet <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 08 Aug 2004 15:53:44

The 4th Class

Nah, the back. Gotta be more painful on the back. And enlarge the flame sprites to cover it or make more. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Fri, 13 Aug 2004 11:53:41

mago

Unfortunetly, there's no way to code effects that will "stick" to a sprite, meaning all animations intended should be draw directly, in each one of them, on every frame. It would be nice though just draw the animation for flames, and then it would appear over any sprite once needed, but in reality, it can't be done (as far as I know). If you need 4 frames to make the fire move naturally, it means you hame 4 different versions for EACH sprite's frame. Since most enemies have 32 frames for walking animation (4 for each view N, NE, E, etc. = 8 views), you would need to redraw at least 128 frames just for making the enemy walk covered by flames, and that's only for ONE mosnter. That's why only few people still have the patience to work with sprites (even though, for me, they are much easier to learn and operate than 3d models...). <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 13 Aug 2004 13:35:45

Ichor

I think it can be done, although it will take a fair bit of coding to do it. The Arc of Death attack is really two sprites that mirror each other as it moves and a third sprite that shoots up and down between them. The same kind of thing may be possible for monsters. As it moves, the flames could move along with it (not on the ceiling of course).

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